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Inky-black Eyes, Piercing Eyes, Yellowed Eyes

The hunger. When it calls everything else is meaningless. Hooded Face, Silvery Hair, Scarred Scalp
Out-of-style Finery, Extravagant Finery, Stolen Clothing
Human Names: Ahryd,Anneth,Ash,Ebhon,Ihe,Nagrim,Phiali,Theodsa,Vidrah
Gaunt Body, Commanding Posture, Mummified Body
Elf Names: Aeh’dris,Carra,Dacír,Dis,Eresmor,Ienas,Illa,Sarriel,Thorin,Wingren

Alignment
Nosferatu
 Lawful You are a vampire! You do not age, nor do you need to breathe. You start with
Coexist with mortals without harming them or their community. the following two weaknesses:
• Paralyzed by a wooden stake to the heart
 Chaotic • Repulsed by and vulnerable to fire and sunlight
Spread fear through a community. You may also choose up to three additional weaknesses:
 Mirrors repel you; you do not cast a reflection
 Repulsed by and vulnerable to garlic
 Evil
 Repulsed by and vulnerable to silver
Feed on the innocent and helpless for your own pleasure.
 Repulsed by and vulnerable to holy symbols and places
Background
Choose your race. Then choose how you became a vampire.  Cannot cross running water, and destroyed by drowning
 May only feed upon people of your own race
 Ancient Vampire When you are reduced to 0 hit points, unless you were utterly annihilated or killed by
You’ve been undead for quite some time. When you Spout Lore a weakness you turn into mist and return to your last safe resting place and gain 1
about times long past, take +1. Hunger.

 Accursed Vampire Apex Predator


You’ve become a vampire by a curse. Choose a tell for your When you feast on the blood of a living person, hold 2 Blood if you leave them alive or
curse, this counts as another weakness for determining the if they are already weakened, or hold 3 Blood if you kill a healthy person. The maximum
maximum blood you can hold: Blood you can hold is equal to the number of weaknesses you have, plus your CON.
• Animals become noticeably agitated by your presence
When you hunt for a victim in a steading, roll+DEX if you use stealth or aggression, or
• Candles and lanterns flicker when you enter a room
roll+CHA if you use guile or charm. *On a 10+, you find someone you can feed from
• Food and drink sour at any table you are seated at
undisturbed. *On a 7-9, you still find a victim, but choose one:
• Those standing next to you feel an unexplainable chill
• You only hold 1 Blood
• Plants wither and die when you walk by
• Someone catches you in the act
• You leave behind incriminating evidence
 Recently Turned
Your appearance can never become monstrously inhuman. The Blood is Life!
Additionally, You may call upon the elder vampire who sired When you make camp, spend 1 Blood or gain 1 Hunger. You do not recover HP when
you for assistance, and he’ll help you… for a price. you make camp or rest; you must spend Blood.

You can spend 1 Blood to:


• Take +1 to any roll using +STR, only once per roll
• Make your next melee attack messy, forceful, or deal +1d4 damage
• Heal yourself for 2d4 HP
Fill in the names of your companions in at least one:
• Resist a weakness for a short time
__________ knew my sire, he speaks for him in his stead. • Reduce your Hunger by 1

I have tasted __________’s blood, and I want more! The GM can spend 1 Hunger to:
• Make you attack the nearest or weakest creature
__________ knows how I am vulnerable, and is not afraid to use • Make you drain someone's blood completely when you are feeding
it against me. • Make your appearance monstrously inhuman for a while
• Run in terror from a weakness

T HE V AMPIRE
Your load is 6+STR. Choose your armament: Choose two:
 Wicked sharp knife (hand, 1 weight)  Jug of animal blood (2 weight, grants 1 Blood when consumed)
 Ornate rapier (close, precise, 1 weight)  An old family heirloom worth 10 coins
 Long scythe (reach, two-handed, 2 weight)  Bag of books (5 uses, 2 weight)
 A written promise of a favor owed to you by another vampire
 Archaic armor (1 armor, 1 weight)

When you gain a level from 2-5, choose from these moves. When you gain a level from 6-10, choose from these moves or the level 2-
5 moves.
 Beast-Blood
You may spend 1 Blood to take the shape of a wolf or a bat, just as if you  Mist Form
had used the druid's Shapeshifter move. You always get 3 hold, no roll is Requires: Beast-Blood
needed. You may use the Beast-Blood move to transform into a cloud of mist.

 Mesmerize  Entrance
When you gaze deeply into a person's eyes, spend 1 Blood and roll+CHA. Requires: Mesmerize
*On a 10+, choose 2. *On a 7-9, choose 1: When you use Mesmerize, you get one additional choice, even on a 6-. Add
• They treat you as a friend until you prove otherwise the following choices to the list:
• They run in terror • You plant a false memory in their minds; they will remember it as
• They give you something they hold if it really happened
• They truthfully answer one question • They forget that you were ever there

 Blood Bond  Soul Reaver


When you feed some of your blood to a willing person, spend 1 Blood. When you drain a person's blood and kill them, hold 1 additional Blood,
They become your thrall. You may treat them as a hireling, with Loyalty and that person can never be resurrected.
equal to your CHA, one skill equal to your INT, and Cost: their master's
blood.  Blood Magic
You can cast a spell from the wizard list as if you were a wizard of your
 Lord of the Dead class level-1 by spending 1 Blood, no roll is necessary. If an ongoing effect
You may spend 1 Blood to cast the cleric spell Animate Dead, no roll is gives a penalty to cast a spell, you must pay 1 extra Blood to cast a spell.
needed. Your created zombie has one additional trait from the list, and you
also ignore the ongoing effect from the Animate Dead spell.  Dream-speaker
Requires: Blood Bond
 Fang and Claw You may visit the dreams of anyone whose blood you have tasted and
You may grow and retract claws from your fingers at will (hand, +1 damage, communicate with them over any distance this way. The dreams will be
messy). Additionally, when you hunt for a victim using +DEX, take +1. remembered as post-hypnotic suggestions, but they will not be compelled to
obey unless they are your thrall.
 Vampiric Resilience
While you are not in the presence of any of your weaknesses, gain +2  Blood Power
armor. The maximum Blood you may hold is increased by one.

 Children of the Night  Obfuscate


When you make eye contact with a predatory animal, you can speak with Requires: Cloak of Night
and understand them, and you can spend 1 Blood to give them a simple You may spend 1 Blood to deepen the local shadows or summon a small
telepathic command, which they will obey to the best of their ability. bank of fog, perfect for vanishing into.

 Aspect of the Bat  For the Dead Travel Fast


Your senses are very sharp. You can sense invisible creatures and navigate You may spend 1 Blood to take +1 to any move using +DEX, but only once
even in complete darkness. You may spend 1 Blood to take +1 to any move per roll. Additionally, when you use the shadows to travel to your
using +WIS, but only once per roll. destination or escape pursuit, roll+DEX. On a 10+, choose 2. On a 7-9,
choose 1:
 Blood Frenzy • You get there unseen or lose your pursuers
While you hold zero Blood, you take +1 ongoing to Hack and Slash and deal • You get there much quicker than it would normally take
+1d4 damage. • You leave nothing that could be traced back to you or your friends

 Cloak of Night  Bloody Killer


When you vanish into the shadows or fog, enemies never spot you until Requires: Fang and Claw
you draw attention to yourself or leave your cover. When you Hack and Slash with your claws, on a 10+ you gain 1 Blood.

 Majesty  Machiavelli
You may spend 1 Blood to take +1 to any move using +CHA, but only once When someone is plotting against you, you’ll know it, though you can’t
per roll. Additionally, when you hunt for a victim using +CHA, take +1. necessarily tell how. At the end of a session, if during this session you
dismantled the machinations of a powerful rival, mark XP.

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